Explained. Also, you must be confused about Aelid’s action:
You see, the plan is that Aelid will challenge Promethean One to unarmed combat, while Promethean One is allowed to use all his Units. Then, after the battle, I will inherit all of Aelid’s loot, cause I don’t want her hellspawn to get cold out in the snow. I’ll raise Satan’s soldiers for her, just you see.

Also:
How long should we expect to have this game go for?
I’m going to be cold turkey for an entire month during the summer starting July 13, then maybe a week or so to lurk a bit, then I’m in Cuba, which only has internet in the freaking capital city, so I won’t be on much then.
So summer is going to be showing a huge Sypher shaped hole. Then when I’m finished with smuggling Cuban Cigars, I’ll be back at around September..
I also assume that people are going to experience that whole ‘sunshine’ phenomena I never can fully appreciate for most of summer, so will we start trying to wrap this up really quickly, or do we let the game go into a hiatus, or do we just play through, and ignore the inactive responses?/shrugs/

Behe: It’s cause I have such an amazing Unit, Ziggy is trying to come to terms with the fact that it will destroy each and everyone of you with it’s amazingness.
It costs five gold, is invisible, and deals twelve damage, ranged.

Behe: It’s cause I have such an amazing Unit, Ziggy is trying to come to terms with the fact that it will destroy each and everyone of you with it’s amazingness.
It costs five gold, is invisible, and deals twelve damage, ranged.

Behe: It’s cause I have such an amazing Unit, Ziggy is trying to come to terms with the fact that it will destroy each and everyone of you with it’s amazingness.
It costs five gold, is invisible, and deals twelve damage, ranged.

Behe: It’s cause I have such an amazing Unit, Ziggy is trying to come to terms with the fact that it will destroy each and everyone of you with it’s amazingness.
It costs five gold, is invisible, and deals twelve damage, ranged.

Mother_of_god.jpg

Haxor!

There’s probably a catch, like Promethean One explodes upon using this attack.

Then u can go “passive” the entire game till theres one person left and you pick off the weakened foe.

Actually that’s not entirely true. They’d have more than enough experience to beat you up. :P

Still works in short bursts. Like what if everyone aimed at you this turn and you simple went into “passive” mode?

I’m thinking that we could do the ‘Ward’ method.
One of your allies takes control of you for how many turns it’s needed till you come back, like what I proposed with Dr.Octa and me.
They’ll act in your best interest, probably won’t do anything you wouldn’t do normally (Like attacking someone out of the blue) or whatever.

Energy Output Conduit(Trap)
Cost: 20
Occupies 1 square
is Invisible
On command, detonates an energy output, striking fear into all adjacent units and weakening them for 1 turn. Can only activate once per fight.

From the diamond shard, Viraz inherits of Kirb’s bulkiness and gains an extra 5 hit points.

From the explosion, an improved candlestick appears

The units explored and found the following locations:
Volcanic Ritual Area(See, Kirb)
Medium Ruins

Infernal Candlestick
Type: Construct
Size: Small
HP: 4
Attack : Slam(1 physical damage + 2 fire damage), Fireball(2 fire damage (ranged))
Instant Improvised Weapon: A character capable of using a weapon can grab and use the floating candlestick as a weapon and use its melee and ranged attack. Additionally. the infernal candlestick can teleport itself to an ally to equip himself as a weapon for the unit, although he can only perform this blink once per battle.
Cone of flames: 3 times a day, creates a triangular cone of flames in front of the candlestick for 1 fire damage.

Woofy
The diamond reveals the use of the two artifacts.Skull of Necros: Can be equipped on any unit or Dungeon Master. Whenever a unit, ally or enemy dies in a 5 square radius aroud it, the Skull of Necros collects its vital energy. When activated, it will summon a 1 damage, 1 hp skeleton warrior for every soul it collected.Orb of Deflection: Can be equipped on any unit or Dungeon Master. Each round, the first ranged attack that targets the wearer will be bounced back at its attacker.

New unit: Tribal Warrior
Cost: 80(Middle tier 2 unit)
HP: 4
Attack: Tribal Lance( 2 physical, melee)
Retaliation: Retaliates up to 2 melee attacks per round, dealing 1 physical damage
Tall Shield: The tribal warrior carries around a primitive tower shield. This shield reduces all melee damage taken by the tribal warrior by 1 and blocks all ranged attacks aimed at the tribal warrior or units behind it. After taking 3 ranged attacks, the shield collapses into as smaller version, losing the passive. The tribal warrior can spend its entire round doing nothing but rebuilding his makeshift tower shield, which comes back but can only withstand 2 ranged attacks, and so on. After every fight. it resets back to normal.
Reach: A Tribal Warrior can attack at 1 tile of distance with its long lance.
Shield Wall – Gains +1 hp for each adjacent Tribal Warrior (max of +2 HP)

Promethean One
Artifact revealed: Grail of Health. Once per combat, the grail can be filled with magic liquid, which heals the consumer of 3 hit points.
The dragon egg reveals to be that of a red dragon. Red dragons are evil, fire-breathing dragons. It is expected to hatch on day 6

The master illusionist attempts to steal more, but run away, nearly dying. the dragon seems to be hanging around more its lair and seems fuminatingly upset. The area around seems much more charred, as well.

The alchemist agrees to for a unspecified ammount of gold, experiment on clay golems. He does not promise any reliable result, which he calls “the fun part about it”.

New Unit: Kempelen (I have rebalanced it for you)
Cost: 80 (Middle Tier 2 Unit)
Health: 3
Size: Medium
Attack: Mana Sphere( 1 Magic damage, ranged)
Abilities:
Perfect Recollection: The Kempelen has no limit on any of its abilities, it can cast them as many times as needed for battle.
Immobile: The Kempelen can only move 3 squares per turn, as it is so bulky.
Entrenchment: The Kempelen can spend an action reinforcing its body, taking no damage this turn from any ranged attacks, and reduces damage taken from melee by two. Any unit behind the Kempelen is similarly safe from damage. The Kempelen cannot attack nor move while Entrenched.
Manipulated Mana: If it spends an action concentrating, the Kempelen can attack a unit no matter their location on the map.
Seer: The Kempelen is able to see invisible Units or traps. This is a passive ability.
Master Strategist: The Kempelen boosts the damage of all allied units within a three square radius of it by one point. It also increases the movement of allied units within a three square radius, allowing them to act faster in battle.
Mechanized Reactions: Normal units can either move twice, or move once and perform an offensive action. The Kempelen can perform two offensive actions. When doing so, it cannot move, and the Kempelen does not have the option to move twice.

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